Time for some more in-depth planning on how to safely expand into Yuri's territory. Since I'm down to just 1 city elimination I can't take any unnecessary risks. I need to manage my expansion such that I can absorb a 20 Camel Archer stack marching from Commodore's frontline city to my expansion (including minimizing fork opportunities).
Since I have Apostolic Palace and Spiritual + Philosophical traits for cheap temples and monasteries, plus UoS unlocked and ready to build when opportunity arises (and future Spiral Minaret availability), I have decided to expand more slowly. I'm going for more of an ICS dotmap. With cities planted at minimum 3-tile distance, I can:
- shuffle defenders easily
- have more whip queues
- cover vulnerable diagonals with culture from earlier cities
- benefit from monk economy
WHITE was founded 2 turns ago. Stepping-stone with 2 food resources and a forest to chop into Granary for a quick start. I'm not planning to spread religion here for a while. This is going to be a whipping outpost.
RED has settler in position to found next turn. I do want to spread religion here quickly because the 1st border pop will reduce the fork potential with WHITE and the 2nd border pop will cover the vulnerable 2SW diagonal of Yellow. RED will be another whipping outpost with the shared banana plantation. It has a 2nd ring forests that I'll chop to accelerate the Granary
YELLOW will cover the 2NW diagonal vulnerability of RED and has a mountain covering the 2NW diagonal. Therefore it can be settled quickly without straining the defensive military. I can shuffle WHITE defenders to RED and RED defenders to YELLOW. I also want religion quickly here to pick up 2nd ring corn and push the borders for defensive purposes.
BLUE is further away and is realistically out of range of support from a zone-defense knight stack in my core. On the plus side, it is located such that it covers the approach to all cities eastward, so I can concentrate defenders there. I've marked some tiles for pillaging roads. I'm also planning to pillage roads from the northern coast. I don't want Commodore to be able to ride out the free road movement in neutral territory.
*********************
On to this turn:
Commodore's 15 Camel Archers disappeared this turn I scouted the north everywhere within 6 tiles of Tin, moving the knight 1NE with the final fractional movement point on the off chance that Commodore had made an incredibly sneaky move to get the knights to that jungle one east of the "CA?" sign (road the tile, then delete the workers and pillage the road after moving the CA through).
So the Camel Archers didn't run north. Other options are:
- slightly south into the fog 3-2-2 of Tin outside my city vision, but still within range of Frequency.
- far south, trying to make a run forking Aether and Maxwell (at least 2 more turns to reach me).
Between the Phalanxes that I'm building everywhere, and the catapults and Knights that I have in zone defense I'm confident that I can hold, but only because I am not letting up on military production:
City advisor is before the turn roll. Military advisor is after the turn roll. Greece for the win! 2.5 Phalanxes per Camel Archer is just the prescription that I need to stomp out any blitz attempts.
Since I have Apostolic Palace and Spiritual + Philosophical traits for cheap temples and monasteries, plus UoS unlocked and ready to build when opportunity arises (and future Spiral Minaret availability), I have decided to expand more slowly. I'm going for more of an ICS dotmap. With cities planted at minimum 3-tile distance, I can:
- shuffle defenders easily
- have more whip queues
- cover vulnerable diagonals with culture from earlier cities
- benefit from monk economy
WHITE was founded 2 turns ago. Stepping-stone with 2 food resources and a forest to chop into Granary for a quick start. I'm not planning to spread religion here for a while. This is going to be a whipping outpost.
RED has settler in position to found next turn. I do want to spread religion here quickly because the 1st border pop will reduce the fork potential with WHITE and the 2nd border pop will cover the vulnerable 2SW diagonal of Yellow. RED will be another whipping outpost with the shared banana plantation. It has a 2nd ring forests that I'll chop to accelerate the Granary
YELLOW will cover the 2NW diagonal vulnerability of RED and has a mountain covering the 2NW diagonal. Therefore it can be settled quickly without straining the defensive military. I can shuffle WHITE defenders to RED and RED defenders to YELLOW. I also want religion quickly here to pick up 2nd ring corn and push the borders for defensive purposes.
BLUE is further away and is realistically out of range of support from a zone-defense knight stack in my core. On the plus side, it is located such that it covers the approach to all cities eastward, so I can concentrate defenders there. I've marked some tiles for pillaging roads. I'm also planning to pillage roads from the northern coast. I don't want Commodore to be able to ride out the free road movement in neutral territory.
*********************
On to this turn:
Commodore's 15 Camel Archers disappeared this turn I scouted the north everywhere within 6 tiles of Tin, moving the knight 1NE with the final fractional movement point on the off chance that Commodore had made an incredibly sneaky move to get the knights to that jungle one east of the "CA?" sign (road the tile, then delete the workers and pillage the road after moving the CA through).
So the Camel Archers didn't run north. Other options are:
- slightly south into the fog 3-2-2 of Tin outside my city vision, but still within range of Frequency.
- far south, trying to make a run forking Aether and Maxwell (at least 2 more turns to reach me).
Between the Phalanxes that I'm building everywhere, and the catapults and Knights that I have in zone defense I'm confident that I can hold, but only because I am not letting up on military production:
City advisor is before the turn roll. Military advisor is after the turn roll. Greece for the win! 2.5 Phalanxes per Camel Archer is just the prescription that I need to stomp out any blitz attempts.